mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 19:45:22 +09:00
242 lines
8.4 KiB
Lua
242 lines
8.4 KiB
Lua
--[[-- Core Module - Gui
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@module Gui
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@alias Gui
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]]
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local Game = require 'utils.game' -- @dep utils.game
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local resolve_value = ext_require('expcore.common','resolve_value') -- @dep expcore.common
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local Prototype = require 'expcore.gui.prototype'
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local Gui = {
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concepts = {}
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}
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--- Concept Control.
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-- Functions that act as a landing point for the other funtions
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-- @section concept-control
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--[[-- Loads a concept from the concepts file, used internally
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@tparam string concept the name of the concept to require
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@usage-- Load a base concept
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Gui.require_concept('frame')
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]]
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function Gui.require_concept(concept)
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require('expcore.gui.concepts.'..concept)
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end
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--[[-- Gets the gui concept with this name
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@tparam string name the name of the concept that you want to get
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@usage-- Getting a gui concept
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local button = Gui.get_concept('Button')
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]]
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function Gui.get_concept(name)
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return Gui.concepts[name] or error('Gui concept "'..name..'" is not defind',2)
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end
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--[[-- Used internally to save concept names to the core gui module
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@function Prototype:change_name
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@tparam[opt=self.name] string new_name the new name of the concept
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@usage-- Internal Saving
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-- this is never needed to be done, internal use only!
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local button = Gui.get_concept('Button')
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button:change_name('Not Button')
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]]
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function Prototype:change_name(new_name)
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if new_name then
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Gui.concepts[self.name] = nil
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self.name = new_name
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self.properties.name = new_name
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end
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Gui.concepts[self.name] = self
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return self
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end
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--[[-- Returns a new gui concept with no properties or events
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@tparam string name the name that you want this concept to have
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@usage-- Making a new concept, see module usage
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local button = Gui.new_concept('Button')
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]]
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function Gui.new_concept(name)
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if Gui.concepts[name] then
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error('Gui concept "'..name..'" is already defind',2)
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end
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return Prototype:clone(name)
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end
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--[[-- Make a new concept based on the properties and drawing of another
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@tparam string name the name of the concept that you want as the base
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@tparam string new_name the name that you want the new concept to have
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@usage-- Making a new concept from another, see module usage
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local custom_button = Gui.clone_concept('Button','CustomButton')
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]]
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function Gui.clone_concept(name,new_name)
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local concept = Gui.concepts[name] or error('Gui concept "'..name..'" is not defind',2)
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if Gui.concepts[new_name] then
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error('Gui concept "'..new_name..'" is already defind',2)
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end
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return concept:clone(new_name)
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end
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--[[-- Used to draw a concept to a parent element
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@tparam string name the name of the concept that you want to draw
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@tparam LuaGuiElement parent the element that will act as a parent for the new element
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@treturn LuaGuiElement the element that was created
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@usage-- Drawing a new element
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Gui.draw_concept('Button',element)
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]]
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function Gui.draw_concept(name,parent,...)
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local concept = Gui.concepts[name] or error('Gui concept "'..name..'" is not defind',2)
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return concept:draw(parent,...)
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end
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--- Element Control.
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-- Functions that aim to making working with gui elements easier
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-- @section element-control
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--[[-- Gets the player who owns this element
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@tparam LuaGuiElement element the element that you want to get the player of
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@treturn LuaPlayer the player who owns this element
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@usage-- Getting the player of an element
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local player = Gui.get_player_from_element(element)
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]]
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function Gui.get_player_from_element(element)
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return Game.get_player_by_index(element.player_index)
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end
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--[[-- Simple check for if an element is valid
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@tparam LuaGuiElement element the element that you want to check is valid
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@treturn boolean true if the element is valid
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@usage-- Return if not valid
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if not Gui.valid(element) then return end
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]]
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function Gui.valid(element)
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return element and element.valid or false
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end
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--[[-- Destroies and element if it is valid
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@tparam LuaGuiElement element the element that you want to destroy
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@treturn boolean true if the element was valid and was destoried
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@usage-- Destoring an element
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Gui.destroy(element)
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]]
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function Gui.destroy(element)
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if element and element.valid then
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element.destroy()
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return true
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end
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return false
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end
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--[[-- Toggles the enabled state of an element
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@tparam LuaGuiElement element the element that you want to toggle the enabled state of
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@treturn boolean the new enabled state of the element
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@usage-- Toggle the enabled state of an element
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Gui.toggle_enabled(element)
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]]
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function Gui.toggle_enabled(element)
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if not element or not element.valid then return end
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if not element.enabled then
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element.enabled = true
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return true
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else
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element.enabled = false
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return false
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end
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end
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--[[-- Toggles the visible state of an element
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@tparam LuaGuiElement element the element that you want to toggle the visible state of
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@treturn boolean the new visible state of the element
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@usage-- Toggle the visible state of an element
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Gui.toggle_visible(element)
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]]
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function Gui.toggle_visible(element)
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if not element or not element.valid then return end
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if not element.visible then
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element.visible = true
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return true
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else
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element.visible = false
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return false
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end
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end
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--[[-- Sets the padding for a gui element
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@tparam LuaGuiElement element the element to set the padding for
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@tparam[opt=0] ?number|boolean up the amount of padding on the top, true leaves unchanged
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@tparam[opt=0] ?number|boolean down the amount of padding on the bottom, true leaves unchanged
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@tparam[opt=0] ?number|boolean left the amount of padding on the left, true leaves unchanged
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@tparam[opt=0] ?number|boolean right the amount of padding on the right, true leaves unchanged
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@usage-- Remove all padding of an element
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Gui.set_padding(element)
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@usage-- Remove side padding but keep vertical padding
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Gui.set_padding(element,true,true)
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@usage-- Remove all padding but set right to 2
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Gui.set_padding(element,false,false,false,2)
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]]
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function Gui.set_padding(element,up,down,left,right)
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local style = element.style
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style.top_padding = up == true and style.top_padding or up or 0
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style.bottom_padding = down == true and style.top_padding or down or 0
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style.left_padding = left == true and style.top_padding or left or 0
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style.right_padding = right == true and style.top_padding or right or 0
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end
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--[[ Used to check a property exists and if it is a function then call the function
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@tparam any value the value that you are testing exists and call if its a function
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@tparam LuaGuiElement element the element that is passed to the function if it is a function
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@treturn any the value or what it returns if it is a function
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@usage-- Getting the default value
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local default = Gui.resolve_property(properties.default,element)
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if default then
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element.value = default
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end
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]]
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Gui.resolve_property = resolve_value
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--- Store Categories.
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-- Functions that are common types of categories
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-- @section store-categories
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--[[-- A categorize function to be used with add_store, each player has their own category
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@tparam LuaGuiElement element the element that will be converted to a string
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@treturn string the player's name who owns this element
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@usage-- Storing data on a per player basis, can be used with instances
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Gui.get_concept('CustomButton')
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:define_data_store(Gui.categorize_by_player)
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]]
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function Gui.categorize_by_player(element)
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local player = Game.get_player_by_index(element.player_index)
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return player.name
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end
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--[[-- A categorize function to be used with add_store, each force has its own category
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@tparam LuaGuiElement element the element that will be converted to a string
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@treturn string the player's force name who owns this element
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@usage-- Storing data on a per force basis, can be used with instances
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Gui.get_concept('CustomButton')
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:define_data_store(Gui.categorize_by_force)
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]]
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function Gui.categorize_by_force(element)
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local player = Game.get_player_by_index(element.player_index)
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return player.force.name
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end
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--[[-- A categorize function to be used with add_store, each surface has its own category
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@tparam LuaGuiElement element the element that will be converted to a string
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@treturn string the player's surface name who owns this element
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@usage-- Storing data on a per surface basis, can be used with instances
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Gui.get_concept('CustomButton')
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:define_data_store(Gui.categorize_by_surface)
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]]
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function Gui.categorize_by_surface(element)
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local player = Game.get_player_by_index(element.player_index)
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return player.surface.name
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end
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return Gui |